BBCF/Ragna the Bloodedge

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Overview

Overview

Ragna is a very beginner friendly rushdown character. He has tools to deal with many situations, with strong mid-range pokes and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of lifesteal mechanic. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.

Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.
Playstyle
Ragna the Bloodedge is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.
Pros Cons
  • Lifesteal: High effective HP with Soul Eater, amazing comeback potential.
  • Fundamentals Ace: Normals have great range and are easy to hitconfirm, and has a great DP with 623C. A strong beginner character, you'll love 5B.
  • Great Pressure: Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.
  • Reliable Combos: Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.
  • High Risk: Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel.
  • Low Base Health: Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.
  • Lacking At Range: Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.

Drive: Soul Eater

Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).

Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:

  • 1st to 5th Soul Eater hit: 100% Lifesteal
  • 6th Soul Eater hit: 110% Lifesteal
  • 7th Soul Eater hit: 120% Lifesteal
  • 8th Soul Eater hit: 130% Lifesteal
  • 9th Soul Eater hit: 140% Lifesteal
  • 10th Soul Eater hit and beyond: 150% Lifesteal

Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.

Overdrive: Blood Kain IDEA

Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.

  • 5D(2) ground bounces on hit, is dash cancelable, and gains a larger hitbox.
  • 2D is dash cancelable and gains a larger hitbox.
  • 6D launches the opponent much higher on air hit and gains a larger hitbox.
  • j.D is faster, has notably more hitstun, and gains a larger hitbox.
  • 5A+B (Crush Trigger) gains lifesteal property on hit or guard crush.
  • 214A~214D wall bounces on hit and is dash cancelable.
  • 623D just gains more damage and lifesteal.
  • 623C/D~236C~214D ground bounces and lets Ragna act as he is falling.
  • 214B~214D launches the opponent much higher on hit and is jump cancelable.
  • 236D hits three times, gains a larger hitbox with each hit, and travels further across the screen.
  • 214D's ground version is more advantageous on block, and both versions ground bounce on hit.
  • j.214C~214D wall bounces on hit and is dash cancelable.
  • 632146D gains more hits on the second part of the attack.
  • 214214D becomes unblockable and gains immensely more lifesteal and damage.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 5 3 9 0 B
  • Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).
  • Jump cancelable on hit or block.
  • Throw cancelable on hit or block.
  • Can late chain.

Staple standing jab that is faster than most 5A's by 1 frame. Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox.

Combos netted from this are generally weaker than combos from 6A, but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +10

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
660 Mid 8 8 16 -7 B
  • Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.
  • Can late chain.

Ragna's standard and most used poke. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, 5B alone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While 5B is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile 5B at longer ranges, such as Izanami with her 2BBBCF Izanami 2B.pngGuard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
, which is something to be very wary of in certain matchups.

5B can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However, 5B's hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach, such as against opponents who jump without dashing a lot. Keep in mind that because Ragna's attack hitbox overlaps his character hurtbox, a trade or even a counter will likely happen. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.

Combos into 6D or Gauntlet Hades on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range 5B can be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -5
  • Hitbox fully extends on frame 10

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 13 4 20 -5 B
  • Jump cancelable on hit.
  • Can late chain.

Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. 5C's hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making 5C very hard to whiff punish when spaced correctly.

In some ways, 5B is better than 5C, and vice versa. 5B is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. 5C has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.

5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1). However, 5C is generally preferred over 5D(1) as your go-to Counter Hit punisher, as it has more versatile combo routing, and 5D(1) only leads to good damage if you spend Heat. Combos into 6C on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit 5C combos into 6D at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using 5C as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit 5B when the opponent is too high for 5C to connect, and you must instead route straight into 5D(1). Sometimes including slight delays may allow 5C to land in these situations.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -10

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 2 10 0 F
  • Throw cancelable on hit or block.
  • Can late chain.

The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.

The key feature to the pressure ability of 2A is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +8

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 9 2 15 -3 F
  • Can late chain, although time window is smaller.

In terms of pressure, 2B is not quite as effective as 2A, but it is one of the most useful tools in mix-up. However, chains into and from 2B tend to have gaps where the opponent can reversal, so be wary of how often you're using it.

A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when 2B lands is 2B > 5B. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when 2B is instant blocked.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 +1

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 12 3 13 +1 F
  • Crumples opponent on Counter Hit.
  • Plus on normal block, but negative on Instant Block.

The +1 frame advantage and 13f recovery makes 2C a very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space 2C to whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if 2C is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, 2C is extremely safe against Overdrive, and you are likely plus if you whiff through it.

On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -1

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Mid 12 4 24 -11 B 4~13 H
  • Head invincible on frames 4~13.
  • Higher hitbox during later active frames.
  • Jump cancelable on hit.
  • Launches opponent on hit.

The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because of its small hitbox, heavy recovery, and limited cancel options (into only Drives and specials), it is very easy to bait and punish, and should be reserved for hard reads on aerial approaches. It is generally preferable to use 5A to anti-air with Ragna, but if the opponent is coming down on you with a big, active air normal, you'll have to rely on 6A's head invulnerability to do the trick.

If 6A is blocked, it's cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. 6D, Blood Scythe, Dead Spike). 5D is your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use 5B and 5C, knowing when to use 6A over 5A (and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this.

Using 6A in combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like 6C, 3C into Not Over Yet or Overdrive Cancel, etc.)

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79 -13

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 24 4 19 -6 B
  • Forces crouching state on ground hit.
  • Cannot emergency tech on air hit.
  • Bonus 110% proration.

Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as 6B lacks any Revolver Action into C normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using 6B should be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/or Gauntlet Hades as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits with stagger pressure.

If 6B is blocked, almost every Revolver Action option after is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 6B > 5D is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for 6D will allow him to maintain his offense, however this is a risky option as 6D is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.

The bonus damage proration that applies the first time 6B is used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89 -20
  • Bonus Proration: 110% Forces crouching on ground hit

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×2 Low, Mid 20 2(4)2 33 -16 F, B
  • Hits twice.
  • Second hit is jump cancelable on hit or block.
  • Second hit launches and pulls the opponent on hit.

Combo filler launcher for high damage routes. The main purpose of 6C is to maximize damage on crouching opponents, generally by canceling the second hit into Gauntlet Hades mid-screen or into Blood Scythe in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82 -34

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 12 3 27 -11 F
  • Jump cancelable on hit or block.
  • Knocks the opponent down on hit.

Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either 6A or 6C. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then using j.C before touching the ground.

3C proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting 3C. However, this is limited by Ragna's combo routes as 3C cannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.

  • Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or D Inferno Divider, the loss of which is negligible when considering 3C's significantly better oki (although sometimes 22C oki in the corner is preferable over 3C).
  • Blood Scythe is generally not useful for 3C oki, as you must end your combo significantly early, giving up more damage than the oki is worth.
  • Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.
As for the options after 3C okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups:
  • Double/triple overhead → jump, delayed air dash j.C > j.D > Aerial Gauntlet Hades
  • Low → Empty jump, 2B/3C/6C
  • Throw → Empty jump, Forward/Back Throw
  • Safe jump → Jump, j.B or j.C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92 -15

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H
  • Jump cancelable on hit or block.

A simple aerial jab, j.A should be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeated j.As, or even attempt a TRM purple throw mixup, to bait out throw Option Select attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 10 9 12 H
  • Jump cancelable on hit or block.

The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches, j.B can also be used; at worst, you will trade.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 12 4 26 H
  • Jump cancelable on hit or block.

This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. j.C is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's 5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air, j.C will serve as your main weapon.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


Drive Moves

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 600
[500, 660]
Mid, All 15 5(12)3 29 -11 B
  • Hits twice.
  • Second hit knocks the opponent down on air hit.
  • Fatal Counter property on Counter Hit.
  • Lifesteal: 100

5D is an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes into Dead Spike or Not Over Yet. Most Fatal Counter combo routes require an immediate special cancel, usually into either Blood Scythe or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of 5D connect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter 5D sees more use in punishes where the first hit is guaranteed to be a Counter Hit.

Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions.


Overdrive Version
  • Hits twice.
  • Second hit gains a larger hitbox.
  • Second hit ground bounces into knockdown on hit.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -2
  • Fatal Counter property on Counter Hit.
  • Lifesteal: 150

The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for 6D which only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 94, 84 -37
  • Values in [] are during OD Lifesteal: 100 [150] Fatal Counter [Frame advantage after earliest Dash Cancel: -2]

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 [880] Low 17 2 23 -6 F
  • Knocks the opponent down on hit.
  • Launches into knockdown on Counter Hit.
  • Lifesteal: 100

As a footsie, 2D's range is second only to 5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use 2D for a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range.

In combos, 2D is very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo 2D into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into 5C mid-screen or into 6D in the corner.


Overdrive Version
  • Gains larger hitbox.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -2
  • Knocks the opponent down on hit.
  • Launches into knockdown on Counter Hit.
  • Lifesteal: 150

This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, 2D doesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably 5D and Hell's Fang.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82 -15
  • Values in [] are during OD Lifesteal: 100 [150] [Frame advantage after earliest Dash Cancel: -2]

6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 [1100] Mid 21 3 30 -12 H 4~20F
  • Foot attribute invincible on frames 4~20.
  • Jump cancelable on hit or block.
  • Crumples opponent on grounded hit.
  • Fatal Counter property on Counter Hit.
  • Bonus 110% proration.
  • Lifesteal: 100

A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet 6D does have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally, 6D can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.

For combos, 6D is used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into air Blood Scythe. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible.

6D also has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed 6D.

  • 6D > delay j.D allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from 6D.
    • The overhead is from j.D. There is absolutely no gap between 6D and j.D, even on Instant Block, no matter how late you perform j.D (unless you land before j.D comes out), so if you are close enough when 6D lands, the overhead is almost guaranteed. The only time j.D can whiff is when 6D hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if j.D does not hit, due to the frame advantage. Note that if the opponent blocks j.D, you are quite plus, and can dash back in to pressure reset.
    • The low is performed slightly differently. To perform the low, use j.D just before landing, so that you land before it becomes active so it will whiff, then input 2B. Note that when whiffing j.D at the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing 2B in this situation is to condition the opponent to block high after 6D (using j.D), and then surprise them with 2B. You can also frame trap them with 2A after whiffing j.D to condition them to block, and once they're respecting you start mixing up from there.
    • The throw is similar to performing the low, but it is riskier. To perform the throw, use j.D just before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.

Overdrive Version
  • Foot attribute invincible on frames 4~20.
  • Gains larger hitbox (and smaller hurtbox).
  • Launches opponent high into the air on air hit.
  • Jump cancelable on hit or block.
  • Crumples opponent on grounded hit.
  • Fatal Counter property on Counter Hit.
  • Bonus 110% proration.
  • Lifesteal: 150

Outside of combos, 6D in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal 6D, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 80 84 -27
  • Values in [] are during OD Lifesteal: 100 [150] 15~37F in the air Bonus Proration: 110% Fatal Counter

j.D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
740 [814] High/Air 13 [11] 4 20 H
  • Jump cancelable on hit or block.
  • Launches opponent on Counter Hit.
  • Lifesteal: 100

This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them with j.A, 6A, or air throw, rather than try to snipe them with j.D.

However, j.D is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than j.C, even very late into a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate. While the poor damage scaling makes it a sub-optimal choice at the beginning of a combo, by the end the damage loss is negligible and the lifesteal becomes more worthwhile.


Overdrive Version
  • Gains larger hitbox.
  • Has faster startup.
  • Notably more hitstun.
  • Jump cancelable on hit or block.
  • Launches opponent on Counter Hit.
  • Lifesteal: 150

In Overdrive j.D has faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo into Blood Scythe with j.D.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 79
  • Values in [] are during OD Lifesteal: 100 [150]


Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw (70) 7 3 23 T
  • Launches opponent on hit.
  • 100% minimum damage: 1500

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from 5B (input as 5B~C). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50 -6
  • 100% minimum damage: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw (70) 7 3 23 T
  • Launches opponent on hit.
  • 100% minimum damage: 1500

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from 5B (input as 5B~C). For combo routes, use dash 5B > 5C > 5D(1) > Gauntlet Hades mid-screen, Blood Scythe in the corner.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0 100 50 -6
  • 100% minimum damage: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw (90) 7 3 23 T
  • Wall bounces opponent on hit.
  • 100% minimum damage: 1500

This is Ragna's main move to keep opponents grounded. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use 5C > 5D(1) > Gauntlet Hades or 3C > Not Over Yet > dc > 665C mid-screen, air Blood Scythe in the corner.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • 100% minimum damage: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 32 -18 B 1~20 All
  • 180F Heat Gauge Cooldown.
  • Knocks opponent away on hit.

One of the better Counter Assaults in the game as it uses 5B's animation and hitbox. However, be careful as the attack may whiff if the opponent is too close, leaving Ragna open to be punished. It can also be low profiled fairly easily, just like 5B itself, so watch out for moves like Jin 2BBBCS Jin 2B.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-3
, Izanami 2BBBCF Izanami 2B.pngGuard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
, and Bullet 2BBBCP Bullet 2B.pngGuard:
Low
Startup:
9
Recovery:
18
Advantage:
-6
.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92
  • 180F Heat Gauge Cooldown

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~60 1 25 0 B
  • 180F Heat Gauge Cooldown.
  • Guard breaks on regular block, drains Barrier on Barrier Guard.
  • Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.
  • Crumples opponent on standing hit. Knocks the opponent down on air hit.
  • Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.

Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with 5A/2A, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials except Blood Scythe.

The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit 6C and Not Over Yet (corner only), air hit 5D, and Counter Hit 6A, 3C, 5D, 6D, j.D, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with 6D, 6C, and 5C usually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as 6C.

Remember that Ragna generally prefers to save Heat for Rapid Cancels as it makes his DP safer to use and improves his damage off footsies and mix-ups without the need of Counter Hits or Overdrive. Thus, try not to use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 3 80 60 -19
5[A+B] Long 3 80 100 -29~-60
  • 5A+B (notes: Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown)
  • 5[A+B] (notes: Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown)

Taunt

AP

Damage Guard Startup Active Recovery On-Block Attribute Invuln
71
  • Not an attack taunt.
  • 100% minimum mental damage.

Use this to demoralize your opponent. Ragna can get a guaranteed taunt mid-combo with 100 Heat by doing Devoured by Darkness > Rapid Cancel > Taunt > D Inferno Divider.

Starter Rating Level P1 P2 On-ODR Cancel Timing


Special Moves

Dash Cancel

66 after specific moves

Damage Guard Startup Active Recovery On-Block Attribute Invuln
22
  • Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.
  • Only possible after 22C on hit or 236D on hit, block, or whiff. Possible after 5D, 2D, Hell's Fang, and Nightmare Edge during Overdrive.

An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he can be counterhit and is unable to do anything until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.

Starter Rating Level P1 P2 On-ODR Cancel Timing

Hell's Fang

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 15 13 26 -4 B
  • Crumples opponent on Counter Hit.
  • When the attack connects, recovery begins immediately.

Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents (though it can be punished if the opponent instant blocks). This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. Combos into 5B, 2C, or 5C on Counter Hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92 -27
  • 27F hitstun on grounded hit 28~46F cancelable into Additional Attack Immediately enters recovery animation on block or hit

Additional Attack (Hell's Fang)

214D after Hell's Fang

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 [1100] All 19 3 35 -19 B
  • Launches opponent on hit.
  • 200% Heat Gain.
  • Lifesteal: 200

Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash 5B or dash 5C mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.


Overdrive Version
  • Wall bounces opponent on hit.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -4
  • 200% Heat Gain.
  • Lifesteal: 300

The Overdrive version is dash cancelable on hit or block and wall bounces on hit, letting you extend combos from anywhere on the screen. Follow-up options become more limited if used against an airborne opponent in the corner, but 3C or 5D should still connect properly in this situation.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82 -30
  • Values in [] are during OD Lifesteal: 200 [300] 200% Heat Gain [Frame advantage after earliest Dash Cancel: -4]

Gauntlet Hades

214B (Air OK)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 20 7 28 -12 H
  • Ground version stuns grounded opponents on hit.
  • Ground version hits grounded opponents on frame 24.
  • Air version launches opponent on hit.
  • Air version hits grounded opponents on frame 18 at minimum height.
  • Air version is -9 on block at minimum height.

Somewhat slow overhead used for high/low mix-ups whenever 6B isn't a viable option (such as after 5B which cannot gatling into it). Higher damage starter than 6B that has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows.

The air version can be used for a triple overhead mix after an Instant Air Dash j.C > j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th active frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche.

Used as a combo part in nearly every non-Overdrive mid-screen combo and many corner combos. On Counter Hit, the stun of the ground version is greatly extended and can combo into every grounded normal and special except Blood Scythe.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 92 -28
  • 30~41F cancelable into Spin Kick 12~41F in the air Hits crouching Ragna on 24F (frame advantage based on this frame)

Spin Kick

214D after Gauntlet Hades

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 [880] All 9 4 Until L+12 H
  • Cannot hit crouch state.
  • Launches opponent on hit.
  • Lifesteal: 100

Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with 6A, 6C, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.


Overdrive Version
  • Cannot hit crouch state.
  • Jump cancelable on hit or block.
  • Launches opponent high into the air on hit.
  • Lifesteal: 150

In Overdrive, Spin Kick has much more combo potential thanks to its increased launch height, hitstun, and jump cancel, granting much more damage, lifesteal, and corner carry. Often used at the end of combos to combo into Devoured by Darkness midscreen.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 100 82
  • Values in [] are during OD Lifesteal: 100 [150] Launches opponents on hit

Inferno Divider

623C/D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 600×2 Mid 9 5, 8 39 -28 B 1~13 All
j.623C 600×2 All 5 5, 8 Until L+19 H 1~9 All
623D 600×2 [660×2] Mid, All 7 5, 8 48 -37 B
j.623D 600×2 [660×2] All 7 5, 8 Until L+19 H
  • Hits twice.
  • Launches the opponent on any hit.

623C
  • Ground version is fully invulnerable on frames 1~13.
  • Air version is fully invulnerable on frames 1~9.

Ragna's meterless DP. The C version of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff so only use it if 50 heat is available for a Rapid Cancel and if there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Rapid Canceling the first hit leaves Ragna on the ground while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive.


623D
  • Launches significantly higher on Counter Hit.
  • Lacks invulnerability of any kind.
  • Lifesteal: 50×2 [75×2]

The D version has no invulnerability whatsoever but it deals more damage, has better proration, more range (due to moving you farther forward), and steals life. The extremely fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards high risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active.

With 50 Heat, Instant Airdash j.623D > Rapid Cancel is a fast crossup mid that is difficult to react to. It can be difficult to apply due to Ragna's limited on-block jump cancels, but use it when the opponent isn't expecting it and it can be a deadly tool. Be wary that this technique can be called out by some low-profile moves, such as Izanami 2BBBCF Izanami 2B.pngGuard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
, which will make j.623D whiff, leaving Ragna open for a massive punish.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C Very Short 4 60 82×2 -34
j.623C Very Short 4 60 82×2
623D Long 4 100 82×2 -41
j.623D Long 4 100 82×2
  • 623C (notes: 14~34F cancelable into Uppercut 12~41F in the air Counter Hit state for entire move)
  • j.623C (notes: 10~30F cancelable into Uppercut Counter Hit state for entire move)
  • 623D (notes: Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut 10~49F in the air Counter Hit state for entire move)
  • j.623D (notes: Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut Counter Hit state for entire move)

Uppercut

236C after Inferno Divider

Damage Guard Startup Active Recovery On-Block Attribute Invuln
460 All 14 3 Until L+19 H
  • Puts opponents into a spin state on hit.
  • Can only be canceled into on hit.

Follow-up to Inferno Divider. Leads into either Straight Punch for corner carry mid-screen, combo extension in the corner or Ax Kick for okizeme with no resources or a combo extension in Overdrive. Can whiff after Inferno Divider if it connected in unusual circumstances, such as hitting an opponent's extended hitbox at max range or if Inferno Divider caught an opponent attempting to do a cross-up. Incredibly long recovery if not canceled into a follow-up (either from the previous situation or a mis-input) resulting in a bigger punish than just landing after Inferno Divider, so don't auto-pilot into this attack.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92
  • 15~25F cancelable into Straight Punch or Ax Kick

Straight Punch

236C after Uppercut

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500 All 15 3 Until L+17 H
  • Knocks opponent away on hit. Wall sticks in corner.

Ragna's Straight Punch can only be used after Uppercut, so it's exclusively utilized in combos. Use it mid-screen for corner carry (at the cost of oki) or for extending combos when approaching the corner. The wall stick has a short duration and the entire sequence from Inferno Divider burns a good portion of the combo timer, limiting this route's potential. However, it's a good option to keep in mind if you're just close enough to the corner for the wall stick but not close enough for other options.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82

Ax Kick

214D after Uppercut

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1400 [1540] All 19 4 Until L+19 H
  • Knocks the opponent down on hit.
  • Lifesteal: 50

Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where both Hell's Fang and Nightmare Edge grant stronger okizeme.


Overdrive Version
  • Ground bounces on hit.
  • Lets Ragna act before touching the ground.
  • Lifesteal: 75

The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82
  • Values in [] are during OD Lifesteal: 50 [75]

Dead Spike

236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [900, 300×2] All 26 13 [19] Total 57 -1 [+9] P1
  • Launches opponent away on hit.
  • Dash cancelable, even on whiff.
    • Frame advantage on block after earliest hit into Dash Cancel: +2
  • Lifesteal: 100

Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.

Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.


Overdrive Version
  • Gains larger hitbox with each hit.
  • Hits 3 times.
  • Launches opponent away on hit.
  • Dash cancelable, even on whiff.
    • Frame advantage on block after earliest hit into Dash Cancel: +12
  • Lifesteal: 50×3

The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82 -31
  • Values in [] are during OD Lifesteal: 100 [50×3] 33~45F dash cancelable Frame advantage after earliest dash cancel: +2 (+12 in OD) Counter Hit state until 33F

Blood Scythe

214D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 1250 [1375] All 37 3 15 +3 [+7] H 5~16 BFP
j.214D 1000 All 21 4 Until L+14 H
  • Ground slides the opponent on hit.
  • Air version is -4 on block at best.
  • Fatal Counter property on Counter Hit (ground version only).
  • Lifesteal: 100

Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump over Dead Spike instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit 6C and throw, Counter Hit 6A, 2C, 3C, and 2D, or Fatal Counter 5D. After it hits, follow up with dash 5C mid-screen or 3C into Not Over Yet in the corner.

The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually 3C into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.


Overdrive Version
  • Ground bounces the opponent on hit.
  • Ground version gains more blockstun.
  • Air version is -4 on block at best.
  • Fatal Counter property on Counter Hit (ground version only).
  • Lifesteal: 150

In Overdrive, Blood Scythe ground bounces which allows for full combo extensions, even at mid-screen. The ground version gains stronger follow-ups while also being much easier to combo into thanks to 5D's ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Long 5 80 84 -28
j.214D Normal 5 80 84
  • 214D (notes: Values in [] are during OD Lifesteal: 100 [150] 5~46F in the air Fatal Counter)
  • j.214D (notes: Values in [] are during OD Lifesteal: 100 [150])

Nightmare Edge

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480×N All 17 2, [4]×N(2)2 20 -5 H
  • Number of hits is dependent on Ragna's height from the ground.
  • Initial hits ground bounce the opponent on air hit.
  • Landing hit knocks the opponent down on hit.

Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash 5B for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into 5C or even 6C. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 79
  • After landing 1~14F cancelable into Additional Attack

Additional Attack (Nightmare Edge)

214D after Nightmare Edge

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 [1320] All 12 3 33 -17 B
  • Launches the opponent away on hit.
  • Lifesteal: 200

Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.


Overdrive Version
  • Wall bounces the opponent on hit.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -4
  • Lifesteal: 300

The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82 -21
  • Values in [] are during OD Lifesteal: 200 [300] [Frame advantage after earliest Dash Cancel: -4]

Not Over Yet

22C near downed opponent

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1110 11 8 11 T
  • Can only be used when the opponent is knocked down.
  • Ground slides the opponent on hit.
  • Wall splats the opponent in the corner.
  • Dash cancelable on hit.
  • Special cancelable on hit.

Ragna picks up a downed opponent and punches them away. Versatile combo part with good damage and excellent scaling. Used in almost every corner combo thanks to its high hitstun, wall splat, and myriad cancel options. If hitstun hasn't decayed much, a dash cancel can be used to follow it up with a micro-dash 5C jump cancel combo mid-screen or with a 5B juggle in the corner. It can also go into Dead Spike for a combo extension in the corner even if done fairly late into a combo. The special cancel makes this a strong tool at the end of long combos as it can go into most of Ragna's best combo enders, notably all his Distortion Drives save for Devoured by Darkness.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100, 92
  • 2nd hit has 0% Heat Gain


Distortion Drives

Carnage Scissors

632146D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250, 3200
[1250, 3200, 320×4]
All 9+(40 Flash)+4~12 2(38)4
[2(38)4,1,1,1,1]
58 -43 [-40] B 1~18 All
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~18.
  • First hit stuns grounded opponents, ground bounces airborne opponents.
  • Follow-up attack hits once, launches opponent away.
  • Follow-up doesn't occur on whiff. Hold D to prevent the follow-up from happening.
    • First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.
  • 20% minimum damage: 890
  • Lifesteal: 300

Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid Cancel Inferno Divider instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holding D. Its okizeme is comparable to Hell's Fang, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki.


Overdrive Version
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~18.
  • First hit stuns grounded opponents, ground bounces airborne opponents.
  • Follow-up attack hits 5 times, launches opponent away.
  • Follow-up doesn't occur on whiff. Hold D to prevent the follow-up from happening.
    • First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.
  • 20% minimum damage: 1146
  • Lifesteal: 200+100×4

In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into 5A, 5B, or D Inferno Divider in the corner depending on the opponent's height from the ground. The extra Soul Eater hits gives the following combo extremely high lifesteal, perfect for staging a comeback. This should be done as early into a combo as possible to maximize damage and preserve hitstun for more Drive attacks.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82 -27~-35
  • Values in [] are during OD 20% minimum damage: 890 [1146] Lifesteal: 300 [200, 100×4] Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger) Start-up after super freeze varies based on distance from opponent Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent Counter Hit state for entire move

Devoured by Darkness

214214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 4000 [0, 5000] All [Unblockable] 13+(30 Flash)+12 3 55 -39 B 1~16 All
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~16.
  • Hits only once on block.
  • Final hit launches opponents away on hit.
  • Only the final hit counts towards Soul Eater progression.
  • 25% minimum damage: 1000
  • Lifesteal: 500

Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.


Overdrive Version
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~16.
  • First hit is unblockable.
  • Final hit launches opponents away on hit.
  • Only the final hit counts towards Soul Eater progression.
  • 25% minimum damage: 1250
  • Lifesteal: 1000

The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match.

Devoured by Darkness also becomes unblockable in Overdrive, though it can still be interrupted if used predictably. To setup a guaranteed unblockable hit, use (OD) Dead Spike, Rapid Cancel the first hit, then activate Devoured by Darkness, trapping the opponent in blockstun until it connects. Note that this costs 100 Heat and Overdrive, and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash, so your opponent must have under 50 meter and no Overdrive in order to execute this. Still, under the right circumstances it can be a powerful checkmate tool to close out the round.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 80 100, 25 -56
  • Values in [] are during OD 25% minimum damage: 1000 [1250] Lifesteal: 500 [1000] Counter Hit state for entire move


Exceed Accel

Seed of Tartarus

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 2450 {600, 700×4, 2450} All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Ragna performs a head splitter on the opponent (the same animation as 5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish than Inferno Divider. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character's C buttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off using C Inferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters.

The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else.

The low minimum damage of the regular version makes it a sub-optimal combo ender in nearly every combo, both in terms of damage and okizeme, so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no Heat cost. It's especially powerful if Ragna has other resources ready, such as having control of the corner, a Counter Hit starter, high Overdrive time, and/or some spare Heat (notably for a charged Crush Trigger or after a corner (OD) Carnage Scissors > 5A or 5B link).

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 100 -30 [-20]
  • Values in [] are when canceled into or immediately after activating OD Values in {} are during Active Flow 10% minimum damage: 305 {585+58}


Astral Heat

Black Onslaught

2141236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2100×6, 300×8, 15000 All 3+(75 Flash)+15 2 24 -11 B 1~19 All
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~19.
  • Hits only once on block.
  • Opponent leaves hitstop 6 frames before Ragna on block.
  • 100% minimum damage: 30000

Ragna does an uppercut with his sword, followed by multiple scythe slashes on hit. Fast start-up and fairly long range makes this very easy to combo into. Can be used as a risky all-or-nothing reversal thanks to its start-up invulnerability, but this is not recommended as you have far safer reversal options with 100 Heat. Instantly grants Ragna victory on hit, preventing opponents from making a comeback after surviving a combo that even with 100 Heat couldn't K.O. them (like starting a combo with 5A or 2A) or to send them home with their Burst.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 94 -17
  • 180F Heat Gauge Cooldown Counter Hit state for entire move 100% minimum damage: 30000


Colors

BBCF Ragna color 1.png
BBCF Ragna color 2.png
BBCF Ragna color 3.png
BBCF Ragna color 4.png
BBCF Ragna color 5.png
BBCF Ragna color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Ragna color 7.png
BBCF Ragna color 8.png
BBCF Ragna color 9.png
BBCF Ragna color 10.png
BBCF Ragna color 11.png
BBCF Ragna color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Ragna color 13.png
BBCF Ragna color 14.png
BBCF Ragna color 15.png
BBCF Ragna color 16.png
BBCF Ragna color 17.png
BBCF Ragna color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Ragna color 19.png
BBCF Ragna color 20.png
BBCF Ragna color 21.png
BBCF Ragna color 22.png
BBCF Ragna color 23.png
BBCF Ragna color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Notable Players

Name Color Location Where to Find Notes
Betadood
BBCF Ragna color 1.png
United States PC
Twitter
The NA Ragna player. Currently frequents NA majors and PC netplay.
Tetsu
BBCF Ragna color 1.png
Japan Shinjuku Sports Land
PLAY SPOT BIG-ONE2nd
PSN
Ittsu
BBCF Ragna color 11.png
Japan PSN
YouTube channel
Narumi
BBCF Ragna color 8.png
Japan PSN
YouTube channel
Shin
BBCF Ragna color 12.png
Japan PSN
YouTube channel
Iwashi
BBCF Ragna color 6.png
Japan Athena Nipponbashi Retired.

External References


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